Risk to go deep into the open waters
This is a competitive game in which participants will decide each turn whether to risk increasing the gap with their opponents, or stop the round right now and force all participants to reveal the cards in their hand.
Deep into the sea, collect sets of cards, combine effects in time, brag about your catch to win. In addition to collecting sets, the game will also test your luck, and if you like a board game with such mechanics, you can.
Preparation for the game
- Shuffle the deck and place it face down in the middle of the table.
- Open the top two cards from the deck and place them face up in a row next to the deck, forming two discard piles.
- Choose the first player and start swimming!
Game progress
The game will continue until any of the participants plays a set of four mermaids, or until one of the players scores a certain number of victory points, depending on the number of participants. The first player to fulfill one of these conditions wins.
During the game, participants take turns. A player`s turn consists of several steps:
- The player must take a card into his hand. To do this, he can either take the top card from any of the discard piles of his choice or take the top two cards from the deck, keep one of them in his hand, and send the other to any of the face-down discard piles.
- After that, he can play a duet (set of two) of cards. Each duet brings 2 VP, and also has special effects.
The following effects of card duets are possible:
- Crabsallow you to look at one of the discard piles and take any one card from it into your hand. You do not have to change the order of the cards in the stack.
- Boatsallow you to immediately make another move.
- Fishallow you to take the top card from the deck into your hand.
- Shark Swimmerallow you to steal a random card from any of your opponents into your hand.
If at the end of your turn a player has scored at least 7 VP, they may decide to stop the round. This can be done in two ways:
- If you say "STOP", all participants immediately reveal all cards in their hands and count the VP from the sets of cards in their hand and the pairs played during the round. Record the results on the score sheet and check to see if a winner has been determined.
- If you say "LAST CHANCE", all participants take one more turn, and at the end of their turn they reveal the cards from their hand. After that, it is no longer possible to interact with this player`s cards during the round. If, after the last round of moves, the player who announced "last chance" has the most points, he adds to his score for the round not only the VPs received from the cards, but also the color bonus (1 VP for each card of the color he has more than his opponents). If this player does not have the highest score for the round, he writes down only the color bonus on the sheet.
In addition to the cards of the five kinds that make up duets, you may also encounter mermaid cards (at the end of the round, each such card adds a color bonus to your score), penguins, octopuses, shells, and anchors (combine into sets and bring victory points depending on the number), and multipliers (bring VP for the number of other cards, for example, penguins).
The round also ends immediately if the deck runs out.